Give final boss consistent max IVs

This commit is contained in:
Flashfyre 2024-02-19 22:58:25 -05:00
parent 8d2f302ac2
commit 6b036b112f

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@ -435,6 +435,8 @@ export class EncounterPhase extends BattlePhase {
else { else {
const enemySpecies = this.scene.randomSpecies(battle.waveIndex, level, true); const enemySpecies = this.scene.randomSpecies(battle.waveIndex, level, true);
battle.enemyParty[e] = this.scene.addEnemyPokemon(enemySpecies, level, false, !!this.scene.getEncounterBossSegments(battle.waveIndex, level, enemySpecies)); battle.enemyParty[e] = this.scene.addEnemyPokemon(enemySpecies, level, false, !!this.scene.getEncounterBossSegments(battle.waveIndex, level, enemySpecies));
if (this.scene.currentBattle.battleSpec === BattleSpec.FINAL_BOSS)
battle.enemyParty[e].ivs = new Array(6).fill(31);
this.scene.getParty().slice(0, !battle.double ? 1 : 2).reverse().forEach(playerPokemon => { this.scene.getParty().slice(0, !battle.double ? 1 : 2).reverse().forEach(playerPokemon => {
applyAbAttrs(SyncEncounterNatureAbAttr, playerPokemon, null, battle.enemyParty[e]); applyAbAttrs(SyncEncounterNatureAbAttr, playerPokemon, null, battle.enemyParty[e]);
}); });